package com.game.raceroom.player.effect
{
	public class Effect
	{
	     //遭受普通攻击
	     public static var EFFECT_TYPE_UNDER_ATK:int=0;
	     //遭受致命碰撞level 1
	     public static var EFFECT_TYPE_UNDER_FATAL_ATK_L1:int=1;
	     //遭受致命碰撞level 2
	     public static var EFFECT_TYPE_UNDER_FATAL_ATK_L2:int=2;
	     //遭受致命碰撞level 3
	     public static var EFFECT_TYPE_UNDER_FATAL_ATK_L3:int=3;
	     //昏迷效果  
	     public static var EFFECT_TYPE_CAROTIC:int=4;
	     //着火效果
	     public static var EFFECT_TYPE_BURNING:int=5;
	     //漏油效果   速度 转向降低 更容易遭受致命伤害   
	     public static var EFFECT_TYPE_LEAKING:int=6;
	     //持续伤害效果
	     public static var EFFECT_TYPE_HURTING:int=7;
	     //打滑效果   控制力降低
	     public static var EFFECT_TYPE_SKID:int=8;

	     
	     //持续恢复效果  每X秒恢复1次耐久
	     public static var EFFECT_TYPE_HEALING:int=9;
	     //强壮效果  攻击力防御力增加
	     public static var EFFECT_TYPE_STRONG:int=10;
	     //兴奋效果  车速提高
	     public static var EFFECT_TYPE_BLOODING:int=11;
	     //抵抗攻击
	     public static var EFFECT_TYPE_RESIST:int=12;
	     //躲避攻击
	     public static var EFFECT_TYPE_DODGE:int=13;
	     public static var EFFECT_TYPE_STRICK:int=14;
	     public static var EFFECT_TYPE_JUMP:int=15;
	     public static var EFFECT_TYPE_HIDE:int=16;
	     public static var EFFECT_TYPE_REPAIR:int=17;
	     public static var EFFECT_TYPE_FOCUS:int=18;
	     
	     public static var EFFECT_TYPE_BLAST:int=19;
	     
	     	     
	     public static var EFFECT_TYPE_ADDEDITEM:int=97;
	     public static var EFFECT_TYPE_CRASH:int=98;
	     //移除效果
	     public static var EFFECT_TYPE_REMOVE:int=99;
	     
	     

         //动作施放者
         public var initiator:String;
         public var startTime:Number;
         public var effectType:int;
         public var effectId:int;
         public var maxTime:int=0;
         public var valid:Boolean=true;
         public function isCrashEft():Boolean{
        	 switch(effectType){
        	 	case EFFECT_TYPE_UNDER_ATK:
        	 	case EFFECT_TYPE_UNDER_FATAL_ATK_L1:
        	 	case EFFECT_TYPE_UNDER_FATAL_ATK_L2:
        	 	case EFFECT_TYPE_UNDER_FATAL_ATK_L3:
        	 	   return true;
        	 	
        	 }
        	 return false;
         }
         
         public function  isCaroticEft():Boolean{
        	 if(effectType==EFFECT_TYPE_CAROTIC)return true;
        	 return false;
         }
         public function isRemoveEft():Boolean{
        	 if(effectType==EFFECT_TYPE_REMOVE)return true;
        	 return false;
         }
         public function isResistEft():Boolean{
        	 if(effectType==EFFECT_TYPE_RESIST)return true;
        	 return false;
         }
         public function isDodgeEft():Boolean{
        	 if(effectType==EFFECT_TYPE_DODGE)return true;
        	 return false;
         }
         public function update():Boolean{
        	 return false;
         }
         public function destroy():Boolean{
        	 return false;
         }
	}
}